Build options
Compare PurutaurusCreate a custom version

Your build

Health
4,200
Damage
1,000
Speed
110
Armor
0%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
0%
Rend
0%
Speed reduction
0%
Stun
0%
Swap prevention
0%
Taunt
0%
Vulnerability
0%
Armor reduction
0%
Affliction
0%
Healing reduction
0%
Daze
0%

Set boosts in the build bar at the bottom of the screen.

Move set

Damage follows your build, before battle effects.

Cleansing Strike move icon from Jurassic World Alive

Target Self. Cleanse.

Target lowest HP opponent. Attack .

Short Defense move icon from Jurassic World Alive

Target lowest HP opponent. Attack .

Target Self. Shield 50% for 2 turns, 2 attacks.

Cooldown: 2.

Fierce Impact move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor.

Cooldown: 1.

Instant Distraction move icon from Jurassic World Alive

Priority.

Target highest damage opponent. Reduce Damage 100% for 1 turn, 2 attacks.

Cooldown: 1.

Rending Counter-Attack move icon from Jurassic World Alive

Target attacker. Destroy shields.

Target highest HP opponent. Rend 25% max HP, bypassing Armor.

No Escape

On escape

Target escaping opponent. Prevent swap 1 turn.

Sliders & point limits

Boosts share 26 tiers at level 26, with up to 20 in each stat. Max fills the available budget.

Explore boost tradeoffs & stat limits

How would you spend the remaining tiers?

Keeping 0 speed tiers (110 speed), these builds use all 26 tiers. Your current level, training and enhancements stay the same.

Health × damage balance

Taller bars mean a higher health × damage score. “Best” maximizes that score at your chosen speed, not your win rate. Abilities, opponents and speed thresholds can favor a different split. Select a bar to try it.

Individual stat ceilings

At level 26. Each ceiling puts as many available points as possible into that one stat; these are separate builds, not a combined maximum.

StatCurrentIndividual ceilingTry a focused build
Health4,2006,300
Damage1,0001,500
Speed110150
Armor0%0%
Crit chance5%5%
Crit damage1.25×1.25×

Before conditional battle effects. The simulated battles below follow this level (at 26 or 35, whichever is nearer), with no boosts or enhancements.

Evolution & creation costs
From creation to level 2614,250 DNA585,000 coins

Creation requires 150 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
121002,0002,121505
131504,0002,227530
142006,0002,338556
152508,0002,455584
1630010,0002,578613
1735015,0002,707644
1840020,0002,842676
1950030,0002,984710
2075040,0003,134746
211,00050,0003,290783
221,25060,0003,455822
231,50070,0003,627863
242,00080,0003,809906
252,50090,0004,000952
263,000100,0004,2001,000
273,500120,0004,4101,050
284,000150,0004,6301,102
295,000200,0004,8611,157
307,500250,0005,1051,215
3110,000250,0005,3341,270
3210,000250,0005,5441,320
3310,000250,0005,7541,370
3410,000250,0005,9851,425
3510,000250,0006,3001,500
26 left
HP 4,200DMG 1,000SPD 110
Simulated battles · Level 26 vs 26 · No boosts

How to beat Purutaurus: counters that win

Battle level
385 of 494 beat it55 it beats

To beat Purutaurus, bring Blonde, the best Epic counter. Use Instant Cunning Strike, then Precise Piercing Rampage to win with about 88% HP left. Overall best: Aliorasuchus (Unique). Purutaurus: Aliorasuchus, Aquiraptor and Indolycan beat it at level 26, and it beats 55 of 494 creatures.

How to beat Purutaurus with Blonde, move by move

  • If Purutaurus opens with Cleansing Strike: Instant Cunning Strike, then Precise Piercing Rampage. Wins with 88% HP left.
  • If Purutaurus opens with Short Defense: Instant Cunning Strike, then Group Devouring Impact, then Instant Cunning Strike. Wins with 96% HP left.
  • If Purutaurus opens with Fierce Impact: Instant Cunning Strike, then Group Devouring Impact. Wins with 98% HP left.
  • If Purutaurus opens with Instant Distraction: Instant Cunning Strike, then Instant Cunning Strike, then Group Devouring Impact, then Instant Cunning Strike. Wins with 92% HP left.

Each fight is played out move by move. Purutaurus sees your move every turn and answers with its best reply, so a win here holds against perfect play.

The best 5 Epic counters. Every counter is in the full list below.

4,200 / 4,200 HP
VSReady
Purutaurus, an Epic creature in Jurassic World Alive
Purutaurus
4,200 / 4,200 HP

If Purutaurus opens with…

  1. Turn 1Most likely roll3,866 vs 2,560 HP
  2. Turn 23,866 vs 0 HP

Blonde wins with 3,866 HP left (92%).

Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Blonde is higher level or boosted, this win only gets safer; if Purutaurus is, it can turn the result, so check both builds first.

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All 385 creatures that can beat Purutaurus

Full battle played move by move for up to eight turns. Quick estimate from a shorter six-turn screen; open one to play its full battle.

Showing 24 of 80 Epic

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How these battles are simulated

Both creatures are level 26 with no boosts, enhancements or Omega training. Every unlocked move is available, including low-health variants, with delays, cooldowns, priority and speed order. The simulation applies armor, shields, dodge, cloak, critical hits, critical chance buffs and reductions, damage buffs and reductions, vulnerability, rend, healing, devour, damage over time, stun, daze, resistances and their reductions, cleansing, removals, immunity and counter-attacks. Daze stops the dazed creature's counter-attacks.

Stun, dodge and daze chances are counted as weighted outcomes, not sampled, and speed ties are split evenly. Critical hits count at their average: every hit adds its critical chance times the extra critical damage, so the damage shown in a battle includes that average. Each turn shown follows the most likely roll. Each battle is a fight to the knockout between these two creatures, so moves that swap the user out (Retreat, Rampage and Run and the like) are not used while another move is ready, and a win that can come sooner is taken sooner. Swapping, swap-in and escape abilities, taunt and flock damage limits are not modeled.

Every non-Omega creature is first screened against Purutaurus in a quick estimate: up to six turns with a smaller search. The strongest candidates are then played out in full, up to eight turns, and any creature in the full list plays its full battle when you open it. A full battle can disagree with its quick estimate; the full battle is the better guide.

Battles are simulated at levels 26 and 35. When the build above is set to another level, the nearest one is shown and labelled.

These are simulated results, not guaranteed wins. A critical hit that lands, or one that does not, can change a close fight.